Wood Elf, Outlander, Druid[1]

Strength Dexterity Constitution Intelligence Wisdom Charisma
18 [+4] 18 [+4] 14 [+2] 9 [-1] 13 [+1] 8 [-1]

Speed: 35ft
Size: Medium
Wounds: 53 (1D8)
Saving Throws: Intelligence, Wisdom
Proficiency: +3
Experience: [Level 8 (44,675) Next (9) at 48,000 ]
AC: 20 (+1 Half Plate [16] + Dex [2] + Shield [2])

Weapons: Shortswords, longswords, shortbows, longbows, clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears, greataxes, , tridents, mauls.
Armour: Light, medium, shields (Will not use or wear metal)
Tools: Herbalism Kit, bongo drums
Skills: Animal Handling, Nature, Athletics, Survival
Languages: Common, Elvish, Fey

Feats and Abilities:

  • Wanderer: You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
  • Druidic: You know Druidic, the secret language of the druids. You can speak the language and use it to leave hidden messages. You and others who know this language automatically spot such a message. Others spot the message's presence with a successful DC15 Wisdom (Perception check but can't decipher it without magic.
  • Wild Shape, Circle of the Moon (2nd Level): Use your action to transform into any beast of CR 1 or lower that you have previously seen. Can stay this way for Druid Level (DL) /2 hours rounded down. Retain all mental stats and acquire beasts physical stats. Keep all saving throws and skill proficiencies as well as those of the beast. Use higher of both stat blocks when performing checks. Take HP and revert back automatically if reduced to 0 HP with leftover damage carrying over, otherwise bonus action to revert form. Can't cast spells as a beast, nor speak and anything else is limited to capabilities of the beast. However transforming does not break concentration. All equipment merges with new form and is unusable in beast form unless otherwise stated.
  • Combat Wild Shape:Can transform as a bonus action. During turn can use a spell slot to regain D8 HP per spell slot level.
  • War Caster:Advantage on concentration saving throws. Can perform somatic components even with weapons and shields in both hands. Can cast a spell targeting a creature leaving combat as a reaction, spell must be no more than 1 action in casting time.
  • Weapon Master:Increase strength score by 1 and gain proficiency with 4 weapons of your choice.
  • Werewolf:
    • Changes: Grants Advantage to any Wisdom (Perception) test based on Hearing or Smell. Gain resistance to all non magical and not silvered bludgeoning, slashing and piercing attacks.
    • Transformations: Using an Action Willa may transform into Wolf or Hybrid form. In Wolf form her items are subsumed into her in the same manner as druidic transformations. In Hybrid form they drop to the ground or are destroyed.
    • Infectious: Enemies who suffer a bite attack from Willa in Wolf or Hybrid form must pass a Constitution test DC 12 or contract the curse of Lycanthropy.
  • Alpha Lycanthrope:
    • Able to control urges and change on will.
    • Can choose whether to infect people who are bitten.

Dendar's Boon:

  • Hunter's Boon: Advantage on Survival tracking checks.


  • Knobbly Oaken Staff: Long, straight and well polished with knobs along the length of it.
    • Druidic Focus
    • +1 Staff; D6; [Versatile D8]
  • Axe of Grumglock: Massive stone axe once used by the Orc Warchief Grumglock.
    • +1 Greataxe; D12+Str+1 Slashing; Two-Handed
    • Makes Willa immune to charm and fear.
  • Sacred Stone ring: A stone ring with a large topaz.
    • Summons stone spear of +1 damage
  • Ash Shield (+2 AC)
  • Green Dragonscale Cloak:
    • Resist Poison
  • Bulette Chin Plate Armour: Bone plate armour taken from a slain Bulette serving the Earth Cult. Carved by Elven Druids into plate armour for Willa.
    • +1 1/2 Plate; Medium; 15+1+Dex (max 2); Disadvantage on Stealth
  • Crown of the Elk Tribe: Elk horns taken from the ritual sacrificial chamber of an ancient human tribe in the High Forest:
    • Advantage on Animal Handling checks.
  • Backpack
    • Bedroll
    • mess kit
    • tinderbox
    • 10 torches
    • waterskin
    • 50 ft hempen rope
  • Hunting trap
  • Traveler's Clothes
  • A long tooth, hand span in length
  • Potion of the Shifter (Ignore the restrictions on animal form for 1 minute).

Platinum: 544
Gold: 853
Eleven Coins: 2
Silver: 1251
Copper: 151


Spell Slots:
1st: 4
2nd: 3
3rd: 3
4th: 1


  • Druidcraft:
    • 1 action, 30 ft, V,S
    • Whispering to the spirits of nature, you create one of the following:
      • Tiny, harmless sensory effect that predicts the weather at your location for next 24 hours.
      • Instantly make a flower bloom, a seed pod open, or a leaf bud bloom
      • Create an instantaneous, harmless sensory effect such as falling leavesm a puff of wind, the sound of a small animal, or the faint order of skunk. The effect must fit in a 5 ft cube.
      • You instantly light or snuff out a candle, torch, or small campfire.
  • Shillelagh
    • Bonus action, touch, VSM, 1 minute
    • Quarterstaff imbued with druidic power. Melee hits off wisdom and deals D8 and is considered magical.

1st Level Spells:

  • Faerie Fire:
    • action, 60 ft, V, concentration 1 minute
    • Each object within range is illuminated, all creatures must succeed on DC12 Dex saving throw or be illuminated, attacks against illuminated creatures gain advantage on sight based attacks. Illuminated creatures emit dim light in 10 ft radius and can't benefit from being invisible.
  • Goodberry:
    • Action, touch, VSM
    • Up to 10 berries appear in your hand and are infused with magic for up to 24 hours. Eating a berry restores 1 HP and the berry provides enough nourishment for sustain a creature for a day.
  • Healing Word:
    • Bonus action, 60 ft, V
    • Creature of your choice that you can see within range regains hit points equal to D4+2
  • Speak to Animals:
    • Action, Self, VS, 10 minutes
    • Gain the ability to comprehend and verbally communicate with beasts for the duration. Beasts can give information about nearby locations and monsters including what they have perceived within the past day. More intelligent creatures can give more. You may be able to persuade the beast to do favors for you, DM's discretion.

2nd Level Spells:

  • Barksin:
    • Action, touch, VSM, concentration
    • Target's AC can not be less than 16 for the spells duration
  • Locate Animals or Plants:
    • Ritual, action, self, VSM
    • Direction and distance of closest specified plant or animal within 5 miles

3rd Level Spells:

  • Conjure Animals:
  • action, VS, Concetration
  • conjure 1 beast of CR 2
  • conjure 2 beasts of CR 1
  • conjure 4 beasts of CR 1/2
  • conjure 8 beasts of CR 1/4
  • Dispel Magic:
  • Auto dispel spells of 3rd level or lower, otherwise DC is spell level+10

4th Level Spells:

  • Polymorph:
  • 1 action, 60 ft, VSM
  • transform willing creature into beast of CR equal to or lower than their level
  • DC 13 wisdom saving throw for unwilling creature

Followers and Minions

Garry the Goat:

Strength Dexterity Constitution Intelligence Wisdom Charisma
12 [2] 10 [+0] 10 [+0] 2 [-4] 10 [+0] 5 [-3]

AC: 10
HP: 11
Speed: 40ft (walk)
Passive Perception: 10

  • Attacks: Hooves: +2 to hit; D4+2 Bludgeoning
  • Abilities: Sure-Footed: When the Goat would be knocked prone can stay on its feet if succeeds on a DC10 Dex saving throw.
  • Milk Producer: Goat produces 2L of milk/day

Favoured Forms

Cave Bear:

Strength Dexterity Constitution
20 [+5] 10 [+0] 16 [+3]

Dimensions: Large Beast
AC: 12 (Natural Armour)
HP: 42
Speed: 40ft, climb 30ft
Passive Perception: 13

  • Skills: Perception +3, Survival.
  • Traits:
    • Keen Smell: Advantage on Wisdom (Perception) tests based on smell.
  • Attacks: Bear may make two attacks as a single Action
    • Bite: +8. D8+5 Piercing.
    • Claws: +8 to hit. 2D6+5 Slashing.

Giant Cave Spider:

Strength Dexterity Constitution
14 [+2] 16 [+3] 12 [+1]

Dimensions: Large Beast
AC: 14 (Natural Armour)
HP: 26
Speed: 30ft, climb 30ft
Passive Perception: 10

  • Skills: Stealth +7, Survival.
  • Traits:
    • Senses: Blindsight 10ft, Darkvision 60ft
    • Spiderclimb: Can climb difficult surfaces, including upside down, without needing to make an ability check.
    • Web Sense: When in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
    • Web Walker: Ignore movement restrictions caused by webs.
  • Attacks: Bite: +5 to hit, D8+3 Piercing, Con [DC 11] or 2D8 poison as well. Pass is D8 poison. If target is reduced to 0 HP from the poison they are treated as 'stable'
    • Web: Ranged Attack. +5 to hit, range 30ft/60ft. Target is restrained. Target may use an action to make a Strength check [DC 12]. [Recharge 5-6].

Wild Cat:

Strength Dexterity Constitution
3 [-4] 15 [+2] 10 [+0]

Dimensions: Tiny Beast
AC: 12
HP: 2
Speed: 40ft
Passive Perception: 13

  • Skills: Perception +3, Stealth +4, Survival.
  • Traits:
    • Keen Smell: Advantage on Wisdom (Perception) tests based on smell.
  • Attacks: Claws: 1 Slashing


Strength Dexterity Constitution
15 [+2] 15 [+2] 12 [+1]

Dimensions: Tiny Beast
AC: 14 (Natural Armour)
HP: 11
Speed: 40ft
Passive Perception: 15

  • Skills: Perception +3, Stealth +4, Survival.
  • Traits:
    • Keen Senses: Advantage on Wisdom (Perception) tests that rely on hearing or smell.
    • Pack Tactics: Gain Advantage on attack rolls while an ally is also in combat.
    • Resistance: Immunity to bludgeoning, slashing or piercing damage from mundane non-silver weapons.
  • Attacks: Bite: +4 to hit; 2D4+2 Piercing
    • Trip: If hit by a 'Bite' attack creature must succeed at DC 12 Strength test or be knocked prone.

Giant elk:

Strength Dexterity Constitution
19 [+4] 16 [+3] 14 [+2]

Dimensions: Huge Beast
AC: 14 (Natural Armour)
HP: 42
Speed: 60ft
Passive Perception: 16

  • Skills: Perception +4, Survival.
  • Traits:
    • Charge: If you move 20ft towards a creature and hit it with a ram attack it takes an additional 2D6 damage and must succeed on a DC 14 Stre test or be knocked prone.
  • Attacks:
    • Ram: +6; 10ft Reach; 2D6+4 Bludgeoning
    • Hooves: +6; 4D8+4 Bludgeoning
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